This is the team I've been using on the Suspect ladder for a little bit now, with decent success (1500 average rating). Looking for some tips on how to make it better. Most of these sets are custom-tailored, but feel free to make suggestions.
Team At a Glance:
The Lead:
Garchomp (M) @ Expert Belt
Ability: Sand Veil
EVs: 102 HP/252 Atk/156 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake
- Stealth Rock
- Roar
Here's an interesting concoction of mine. Max+ Attack with an Expert Belt allows Garchomp to OHKO ShucaTran and ScarfJirachi, as well as having a decent shot at OHKOing 248/12 Adamant Metagross (Standard Lead set, does 95-111%). Dragon Claw is for the obvious coverage. Stealth Rocks are a must on any team, especially with so many SR-weak Skymins going around. Roar is mostly filler, but it helps if a lead tries to set up on Garchomp. Considering changing it for either HP Grass, which would allow a 2HKO on 252/0 Swampert with average damage (does 50-58 per hit) or Fire Fang, which can 2HKO 252/0 Bronzong (but sadly does an absolute max of 50% to 252/0 Skarmory)
Speed allows it to outrun non-Scarfed Heatran and anything slower. Maxed attack for maxed power, and the HP EVs allow it to take an unboosted, non-STAB ice attack and survive, such as ScarfJirachi's Ice Punch, Swampert's Ice Beam, Ice Punch, or non-doubled Avalanche, or ScarfSkymin's HP Ice.
Expert Belt allows for a chance of OHKO on Metagross and can trick people into thinking this is a Choice Set.
Assuming he doesn't take a massive beating in the first few turns (which happens most of the time), he can take Fire or Electric attacks aimed at Skarmory, Fire attacks aimed at Magnezone, or Rock or Fire attacks aimed at Shaymin-S. He can also benefit from Tyranitar's Sandstorm.
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The Sweeper:
Tyranitar (M) @ Babiri Berry
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Crunch
- Dragon Dance
- Stone Edge
- Taunt
Skarmory is incredibly common in the Suspect test, and this set takes huge advantage of that fact. Even with no Defense investment, Skarmory can take neutral or resisted Physical hits very well, so people are rarely hesitant to switch him into Tyranitar. And once he is in and sees a Dragon Dance, he will always try to Whirlwind (after all, Roost, Spikes, or a Flying attack are pretty much worthless at that point). Taunting him leaves him with only the option of a Flying attack as you continue to set up, and as it is resisted, it does less to him than it does to BulkyGyara, even factoring in Intimidate. Generally though, they switch out after being taunted, leaving a mighty +2 Tyranitar to wreak havoc across their team. With +2, Tyranitar outspeeds everything under Scarfed Max+ base 100s, including Scarfed Modest Latios/Gengar/Latias and Scarfed Adamant Garchomp and can easily rip many teams to shreds.
The move choice is still up for debate here. Dark + Rock gets great coverage, but unfortunately fails against Magnezone and especially Lucario. Unfortunately, losing Crunch forces me to rely on the less accurate Stone Edge against most Pokemon, which I dislike, and any coverage move has problems. Earthquake fails to hit the common Bronzong. Fire Punch leaves me with no option against Garchomp. Aqua Tail might be worthwhile, but that gives me two imperfect accuracy moves and again sticks me with Stone Edge against the Latis and Skymin. I'm open for suggestions on what move to pair here.
As for the EVs: Max+ Speed allows him to outrun anyone gunning for Adamant Tyranitar's Speed without a DD, Timid Lati@s after a DD, and anything up through Scarfed Neutral Lati@s after 2 DDs. Maxed attack for maximum sweeping potential, and the leftovers in HP. Babiri Berry lets this beat the still-common Scizor as well as taking less from Metagross and Jirachi.
Takes Fire moves and most Weaker Special moves aimed at Skarmory/Magnezone, as well as Dark/Ghost moves aimed at Rotom-H. Sets up Sandstorm for more residual pain and Garchomp support, but I try to keep him in the wings until later in the game so my Sandstorm doesn't wear down Skymin or help enemy Garchomps.
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The Wall
Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/6 Spd/252 SDef
Careful nature (+SDef, -SAtk)
- Brave Bird
- Spikes
- Roost
- Whirlwind
Specially defensive Skarmory is a cold, mean-spirited bitch. He is capable of coming in on so much of the Metagame and laying down spikes, and an ill-prepared team will find its endgame to be a series of Whirlwinds reducing all of their grounded Pokemon to nothing.
Brave Bird because it actually does decent damage, capable of taking out Skymin who think they can stay in and stuff like Infernape on the switch-in, as well as dealing a decent chunk to Latios and Lucario.
The final 6 EVs are placed in Speed rather than defense so this can beat opposing Skarm to the WW, mostly because I hate Speed Ties.
Takes Ground and Grass moves aimed at Tyranitar, Dark and Ghost moves aimed at Rotom-H, Dragon moves aimed at Garchomp, and just generally whatever the hell I want because of Skarm's beastly defenses.
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The What?
Magnezone @ Light Clay
Ability: Magnet Pull
EVs: 172 HP/84 SAtk/252 SDef
Sassy nature (+SDef, -Spd)
- Light Screen
- Reflect
- Hidden Power [Ice]
- Thunderbolt
This is an experiment of mine that I'm not sure of, but when it works it serves me very well. This Magnezone is less aimed at taking out Bronzong/Metagross/Skarmory, like the standard set is, and more aimed at exploiting the free turns that trapping a choiced steel gets you to set up the rest of the team for a sweep. The general gist is to come in on something like a Heatran Dragon Pulse/HP Ice, Scizor Bullet Punch, Jirachi Iron Head/Ice Punch/Thunderpunch, etc and set up Screens before finishing off the offending Steel. It can also do this to Skarmory, but Skarmory can outspeed and Roost to keep Thunderbolt from killing it until a Critical or Paralyze occurs, assuming he doesn't just switch out with Shed Shell. Light Screen is usually the priority due to the special attacking trend of most of the suspects, but Reflect is good at keeping Garchomp under control, and is generally the wiser choice if this is in on a Skarmory with an uncertain item. This also makes an excellent switch-in to choiced Latios, especially if they have already seen your Skarmory and are likely to throw out Thunderbolt over Draco Meteor, but he can take both nicely.
Thunderbolt hits all the steels I want hard enough, and HP Ice hits Dragons and Skymin, making it invaluable.
A high HP and Special Defense investment allows this to more effectively come in on Latios Thunderbolts/Draco Meteors and Skymin Air Slashes/Seed Flares (especially Air Slashes), since he has no form of recovery to help him with that. The Special Attack is just to make sure his attacks aren't beach balls and can get the job done.
Like Skarm, Magnezone happily takes Dragon, Ghost, Dark, Grass, Flying, Bug, etc attacks aimed at team members, but he has the added bonus of taking Electric/Rock attacks aimed at Skarm and Ice attacks aimed at Garchomp and Skymin.
---
The Psycho
Shaymin-s @ Petaya Berry
Ability: Serene Grace
EVs: 92 HP/166 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Seed Flare
- Air Slash
- Hidden Power [Fire]
This is another custom-build Suspect. Specs Skymin has devastating power, capable of 2HKOing even Blissey given a Special Defense fall with Seed Flare. However, his inflexibility of move choice is his downfall. SubLO Skymin has the ability to pretty much guarantee a KO on any team that lacks Blissey, but has a shorter lifespan due to LO and Sub taking chunks of health. This set attempts to combine the power and lastingness of SpecsSkymin with the ability of SubSkymin to beat its non-Blissey counters using Petaya Berry. Ideally I bring in Shaymin-S in the middle of the match, before I set up my Sandstorm but after I have scouted a good deal of the opponent's team. I bring it in, usually taking SR Damage, and set up a Sub on the switch out. If the opponent brings in their Priority/Scarf user, I promptly fry him as he breaks my sub and then switch out. Later, I bring Skymin in as another Pokemon dies and with SR damage, Petaya Berry triggers that turn. Given that I have eliminated their first and often only Pokemon able to hit Skymin first, this often lets me sweep through the remainder of the team. If they bring in a Pokemon slower than Skymin, I generally hit it hard and then try and sub down to a boost, hopefully keeping the Sub intact as I KO, allowing me to still beat the Priority/Scarfer.
EVs are chosen to outrun positive 115s and maximize attacking power, with the rest dumped into HP for a little more survivability. With a reflect up, Skymin can often keep a Sub through Scizor's Bullet Punch, which can spell game over. It also allows me to survive ScarfMin's Air Slash with Light Screen up and KO back with my own (with the Petaya Boost), assuming I can avoid the Flinch.
Skymin is unfortunately not able to come in on many attacks not named Earthquake aimed at Tyranitar/Magnezone, but he still manages to raise hell.
HP Fire is chosen as the final coverage move over Earth Power, as Skarmory and Bronzong are much more common than Heatran in this Metagame, and Heatran invites Garchomp or Tyranitar to come in on a fire move (or Magnezone if he HP Ices).
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The Glue
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Overheat
- Hidden Power [Ice]
I use this thing on almost every one of my teams, as nothing else deals with so many common threats with just one set. In the normal metagame, he is capable of shutting down Dragon Dance Gyarados, Swords Dance Lucario, and Swords Dance Scizor without breaking a sweat. In suspect, he gets even better, as he outruns Swords Dance Garchomp and can nail him with a HP Ice. If Garchomp is of the standard Yache variant, it at least forces him to Outrage, which lets Magnezone, Skarmory, or Skymin to come in and finish the job. He also outruns Latios, Latias, and Skymin and can hit them all with a super-effective HP Ice or shut down a Calm Minding/Recovering Lati with Trick. Trick is great for crippling Blissey and Skarmory.
Takes Fighting attacks aimed at any of my Pokemon, as well as being able to take a Flying attack aimed at Skymin, a Bug attack aimed at Tyranitar, a Ground attack aimed at Tyranitar or Magnezone, or a predicted Explosion from anything.
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So that's the team. Generally early I try to lay entry hazards with Garchomp and Skarmory and hopefully get Magnezone in to lay some screens, at which point Skymin takes a run at the opponent's team. Most of the things that can take Skymin down become set-up bait for Tyranitar, which then leads to the second part of my sweep. Rotom-H and Skarmory fill in the gaps, being able to stop most of the threats in the metagame from sweeping this team in return.
Team At a Glance:






The Lead:

Garchomp (M) @ Expert Belt
Ability: Sand Veil
EVs: 102 HP/252 Atk/156 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake
- Stealth Rock
- Roar
Here's an interesting concoction of mine. Max+ Attack with an Expert Belt allows Garchomp to OHKO ShucaTran and ScarfJirachi, as well as having a decent shot at OHKOing 248/12 Adamant Metagross (Standard Lead set, does 95-111%). Dragon Claw is for the obvious coverage. Stealth Rocks are a must on any team, especially with so many SR-weak Skymins going around. Roar is mostly filler, but it helps if a lead tries to set up on Garchomp. Considering changing it for either HP Grass, which would allow a 2HKO on 252/0 Swampert with average damage (does 50-58 per hit) or Fire Fang, which can 2HKO 252/0 Bronzong (but sadly does an absolute max of 50% to 252/0 Skarmory)
Speed allows it to outrun non-Scarfed Heatran and anything slower. Maxed attack for maxed power, and the HP EVs allow it to take an unboosted, non-STAB ice attack and survive, such as ScarfJirachi's Ice Punch, Swampert's Ice Beam, Ice Punch, or non-doubled Avalanche, or ScarfSkymin's HP Ice.
Expert Belt allows for a chance of OHKO on Metagross and can trick people into thinking this is a Choice Set.
Assuming he doesn't take a massive beating in the first few turns (which happens most of the time), he can take Fire or Electric attacks aimed at Skarmory, Fire attacks aimed at Magnezone, or Rock or Fire attacks aimed at Shaymin-S. He can also benefit from Tyranitar's Sandstorm.
---
The Sweeper:

Tyranitar (M) @ Babiri Berry
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Crunch
- Dragon Dance
- Stone Edge
- Taunt
Skarmory is incredibly common in the Suspect test, and this set takes huge advantage of that fact. Even with no Defense investment, Skarmory can take neutral or resisted Physical hits very well, so people are rarely hesitant to switch him into Tyranitar. And once he is in and sees a Dragon Dance, he will always try to Whirlwind (after all, Roost, Spikes, or a Flying attack are pretty much worthless at that point). Taunting him leaves him with only the option of a Flying attack as you continue to set up, and as it is resisted, it does less to him than it does to BulkyGyara, even factoring in Intimidate. Generally though, they switch out after being taunted, leaving a mighty +2 Tyranitar to wreak havoc across their team. With +2, Tyranitar outspeeds everything under Scarfed Max+ base 100s, including Scarfed Modest Latios/Gengar/Latias and Scarfed Adamant Garchomp and can easily rip many teams to shreds.
The move choice is still up for debate here. Dark + Rock gets great coverage, but unfortunately fails against Magnezone and especially Lucario. Unfortunately, losing Crunch forces me to rely on the less accurate Stone Edge against most Pokemon, which I dislike, and any coverage move has problems. Earthquake fails to hit the common Bronzong. Fire Punch leaves me with no option against Garchomp. Aqua Tail might be worthwhile, but that gives me two imperfect accuracy moves and again sticks me with Stone Edge against the Latis and Skymin. I'm open for suggestions on what move to pair here.
As for the EVs: Max+ Speed allows him to outrun anyone gunning for Adamant Tyranitar's Speed without a DD, Timid Lati@s after a DD, and anything up through Scarfed Neutral Lati@s after 2 DDs. Maxed attack for maximum sweeping potential, and the leftovers in HP. Babiri Berry lets this beat the still-common Scizor as well as taking less from Metagross and Jirachi.
Takes Fire moves and most Weaker Special moves aimed at Skarmory/Magnezone, as well as Dark/Ghost moves aimed at Rotom-H. Sets up Sandstorm for more residual pain and Garchomp support, but I try to keep him in the wings until later in the game so my Sandstorm doesn't wear down Skymin or help enemy Garchomps.
---
The Wall

Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/6 Spd/252 SDef
Careful nature (+SDef, -SAtk)
- Brave Bird
- Spikes
- Roost
- Whirlwind
Specially defensive Skarmory is a cold, mean-spirited bitch. He is capable of coming in on so much of the Metagame and laying down spikes, and an ill-prepared team will find its endgame to be a series of Whirlwinds reducing all of their grounded Pokemon to nothing.
Brave Bird because it actually does decent damage, capable of taking out Skymin who think they can stay in and stuff like Infernape on the switch-in, as well as dealing a decent chunk to Latios and Lucario.
The final 6 EVs are placed in Speed rather than defense so this can beat opposing Skarm to the WW, mostly because I hate Speed Ties.
Takes Ground and Grass moves aimed at Tyranitar, Dark and Ghost moves aimed at Rotom-H, Dragon moves aimed at Garchomp, and just generally whatever the hell I want because of Skarm's beastly defenses.
---
The What?

Magnezone @ Light Clay
Ability: Magnet Pull
EVs: 172 HP/84 SAtk/252 SDef
Sassy nature (+SDef, -Spd)
- Light Screen
- Reflect
- Hidden Power [Ice]
- Thunderbolt
This is an experiment of mine that I'm not sure of, but when it works it serves me very well. This Magnezone is less aimed at taking out Bronzong/Metagross/Skarmory, like the standard set is, and more aimed at exploiting the free turns that trapping a choiced steel gets you to set up the rest of the team for a sweep. The general gist is to come in on something like a Heatran Dragon Pulse/HP Ice, Scizor Bullet Punch, Jirachi Iron Head/Ice Punch/Thunderpunch, etc and set up Screens before finishing off the offending Steel. It can also do this to Skarmory, but Skarmory can outspeed and Roost to keep Thunderbolt from killing it until a Critical or Paralyze occurs, assuming he doesn't just switch out with Shed Shell. Light Screen is usually the priority due to the special attacking trend of most of the suspects, but Reflect is good at keeping Garchomp under control, and is generally the wiser choice if this is in on a Skarmory with an uncertain item. This also makes an excellent switch-in to choiced Latios, especially if they have already seen your Skarmory and are likely to throw out Thunderbolt over Draco Meteor, but he can take both nicely.
Thunderbolt hits all the steels I want hard enough, and HP Ice hits Dragons and Skymin, making it invaluable.
A high HP and Special Defense investment allows this to more effectively come in on Latios Thunderbolts/Draco Meteors and Skymin Air Slashes/Seed Flares (especially Air Slashes), since he has no form of recovery to help him with that. The Special Attack is just to make sure his attacks aren't beach balls and can get the job done.
Like Skarm, Magnezone happily takes Dragon, Ghost, Dark, Grass, Flying, Bug, etc attacks aimed at team members, but he has the added bonus of taking Electric/Rock attacks aimed at Skarm and Ice attacks aimed at Garchomp and Skymin.
---
The Psycho

Shaymin-s @ Petaya Berry
Ability: Serene Grace
EVs: 92 HP/166 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Seed Flare
- Air Slash
- Hidden Power [Fire]
This is another custom-build Suspect. Specs Skymin has devastating power, capable of 2HKOing even Blissey given a Special Defense fall with Seed Flare. However, his inflexibility of move choice is his downfall. SubLO Skymin has the ability to pretty much guarantee a KO on any team that lacks Blissey, but has a shorter lifespan due to LO and Sub taking chunks of health. This set attempts to combine the power and lastingness of SpecsSkymin with the ability of SubSkymin to beat its non-Blissey counters using Petaya Berry. Ideally I bring in Shaymin-S in the middle of the match, before I set up my Sandstorm but after I have scouted a good deal of the opponent's team. I bring it in, usually taking SR Damage, and set up a Sub on the switch out. If the opponent brings in their Priority/Scarf user, I promptly fry him as he breaks my sub and then switch out. Later, I bring Skymin in as another Pokemon dies and with SR damage, Petaya Berry triggers that turn. Given that I have eliminated their first and often only Pokemon able to hit Skymin first, this often lets me sweep through the remainder of the team. If they bring in a Pokemon slower than Skymin, I generally hit it hard and then try and sub down to a boost, hopefully keeping the Sub intact as I KO, allowing me to still beat the Priority/Scarfer.
EVs are chosen to outrun positive 115s and maximize attacking power, with the rest dumped into HP for a little more survivability. With a reflect up, Skymin can often keep a Sub through Scizor's Bullet Punch, which can spell game over. It also allows me to survive ScarfMin's Air Slash with Light Screen up and KO back with my own (with the Petaya Boost), assuming I can avoid the Flinch.
Skymin is unfortunately not able to come in on many attacks not named Earthquake aimed at Tyranitar/Magnezone, but he still manages to raise hell.
HP Fire is chosen as the final coverage move over Earth Power, as Skarmory and Bronzong are much more common than Heatran in this Metagame, and Heatran invites Garchomp or Tyranitar to come in on a fire move (or Magnezone if he HP Ices).
---
The Glue

Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Overheat
- Hidden Power [Ice]
I use this thing on almost every one of my teams, as nothing else deals with so many common threats with just one set. In the normal metagame, he is capable of shutting down Dragon Dance Gyarados, Swords Dance Lucario, and Swords Dance Scizor without breaking a sweat. In suspect, he gets even better, as he outruns Swords Dance Garchomp and can nail him with a HP Ice. If Garchomp is of the standard Yache variant, it at least forces him to Outrage, which lets Magnezone, Skarmory, or Skymin to come in and finish the job. He also outruns Latios, Latias, and Skymin and can hit them all with a super-effective HP Ice or shut down a Calm Minding/Recovering Lati with Trick. Trick is great for crippling Blissey and Skarmory.
Takes Fighting attacks aimed at any of my Pokemon, as well as being able to take a Flying attack aimed at Skymin, a Bug attack aimed at Tyranitar, a Ground attack aimed at Tyranitar or Magnezone, or a predicted Explosion from anything.
---
So that's the team. Generally early I try to lay entry hazards with Garchomp and Skarmory and hopefully get Magnezone in to lay some screens, at which point Skymin takes a run at the opponent's team. Most of the things that can take Skymin down become set-up bait for Tyranitar, which then leads to the second part of my sweep. Rotom-H and Skarmory fill in the gaps, being able to stop most of the threats in the metagame from sweeping this team in return.